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网络游戏中的虚拟物品交易行为研究

Research on Virtual Items Trading Behavior in RPG

【作者】 李臣

【导师】 黄少华;

【作者基本信息】 兰州大学 , 社会学, 2013, 硕士

【副题名】以角色扮演类网络游戏为例

【摘要】 互联网技术的飞速发展和计算机的大规模使用,使人们的交往场所由现实中真实的物质场所扩大到整个网络空间。人们可以根据自己的兴趣爱好等聚集在一起,形成一个可供人们进行交流与互动的虚拟社区,并从事不同的日常活动和网络行为,网络游戏目前已经发展成为目前最流行的网络娱乐方式和网民聚集的最为广泛的场所之一。而本研究通过采用参与式观察和深度访谈两种方法搜集资料,来描述当人们的行为场所发生改变时,网络游戏这个虚拟社区中的虚拟物品交易行为的类型、交易动机以及交易场景和交易动机对玩家交易行为的影响。通过研究我们发现:由于虚拟物品交易场所的改变,游戏玩家的交易方式主要有:拍卖、喊话、与NPC对话、找朋友帮忙,以及通过专门的游戏论坛和QQ群来获取交易信息之后,共同约定地点进行交易。而网络游戏中玩家的虚拟物品交易行为类型受交易方式的影响,主要包括:协商、合作、赠送三种。网络游戏中玩家的交易场所主要包括两种,一种是玩家之间面对面的交易场所,如游戏中所设置的拍卖行、交易频道和主城;另外一种则是通过与NPC的对话来获得自己所需的虚拟物品,如商城等。而玩家进行交易的动机主要有:虚拟物品属性和价格的吸引、娱乐动机、成就动面、交友动机和自我展示动机。虚拟物品的交易场所和玩家的交易动机也会对交易行为产生影响。如玩家进行交易的场所会使玩家根据自己所要交易物品来选择交易的对象,而网络游戏中的虚拟物品都是随机产品,因此交易时物品的价格机动性也很大,网络空间的虚拟和匿名性等特点使虚拟物品的交易行为呈现出一些不文明的现象,如欺骗等。而交易动机则使玩家在交易时出现理性陆交易和冲动性交易,同时在交易过程中还会在相互之间提供社会支持以及情感投入,使交易行为更加丰富。

【Abstract】 With the development of Internet technology and the widespread use of computer, the communication place among people,which extended to the entire network space from reality. People who have the same interests and hobbies, etc. can get together. Then a virtual community to provide people to communicate with each other and interactive come into being, and people can engaged in various daily activities and network behavior. Online games has become one of the most popular online entertainment and the most widely Internet users gathered at present. This study by participatory observation and depth interview method to collect data, to describe the type of virtual trading behavior transaction motive in the virtual community. Besides we also discuss the effect of transaction scenarios and motivation on trading behavior.In this study we found that:Due to the changes on virtual item trading places, the pattern of game player’s trading mainly include:auction, propaganda, communicate with the NPC, ask friends to help, and through specialized game BBS and QQ group get trading information. With these trading patterns, online game players in the virtual items trading behavior type mainly including:negotiation, cooperation, and present. And the players’trading scenarios have two kinds, one kind is face-to-face trading among players,such as the auction house and trade channel set in games,the other one is conversation with NPC and satisfy with their required, then the players can exchange the virtual item from NPC. However the motivation of trade among the Online game players include:Item needs, the entertainment motivation, achievement motivation, friendships, and self-presentation motivation.The virtual trading scenarios and trading motives also impact on players’trading activity. The place to trade to players would make their select the trading objects according to their own needs. And the price of virtual items in network game are randomly and volatile. In addition, with the virtual and anonymous characteristics of network game, the trading behavior presents some uncivilized phenomenon, such as cheating,fake,etc. While players’trading motives made players have rational and impulsivity trading behaviour in the transaction process. At the same time, players would provide social support to other players and also have emotional input in the process of trading.

【关键词】 角色扮演网络游戏虚拟物品交易行为
【Key words】 RPGOnline GamesVirtual ItemsTrading Behavior
  • 【网络出版投稿人】 兰州大学
  • 【网络出版年期】2013年 11期
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